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Difference between revisions of "Camp"
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=== Underworld [[exploit]] === | === Underworld [[exploit]] === | ||
− | If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game | + | If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game in the [[Underworld]]. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well. |
− | + | This behavior can be exploited – by having 2 or more adventuring party members, you could tell one of them to wait and move enough distance to unload them off the game field, then walk back to where they would be and hit the tab button to switch over to them; the game will transport the camera over to the waiting adventurer on the surface, thus permitting escape as you can then fast travel or wait to recover the remaining units that would otherwise be trapped down below. You can also build structures in the Underworld while on the surface this way. | |
{{Translation | {{Translation |
Latest revision as of 18:28, 21 April 2024
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Camps ( / ☼) are a type of site, usually inhabited by bandits.
Travelers are also known to set up "camps" when stopping for the night - not camps in the same sense as the sites themselves, but merely ad-hoc resting places, despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. Strangely, actual bandit camps themselves have no such luxuries.
In addition, camps are set up by invader armies at both their origin point and their destination, albeit at different times. For example, if a local lord mentions that an army is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town.
In any case, if you are not attacked by the inhabitants of a camp, you can ask why they're traveling and get an idea of who these folk are.
Adventurer camps[edit]
Adventurers can build camps anywhere outside the borders of existing sites. They share the same world map icon with bandit camps, however, they look much different in close proximity, and interestingly, you can quick travel inside them and out of them (but not into them). Claiming the camp will turn you into a lord, and you will then be able to recruit hearthpersons to your site. If you turn your entire site into a tavern its residents will start performing in it.
This article contains massive spoilers. If you do not wish to have your game experience spoiled, do not scroll down! |
Underworld exploit[edit]
If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game in the Underworld. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well.
This behavior can be exploited – by having 2 or more adventuring party members, you could tell one of them to wait and move enough distance to unload them off the game field, then walk back to where they would be and hit the tab button to switch over to them; the game will transport the camera over to the waiting adventurer on the surface, thus permitting escape as you can then fast travel or wait to recover the remaining units that would otherwise be trapped down below. You can also build structures in the Underworld while on the surface this way.
"Camp" in other Languages
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